What do you want to see in Guildmaster's Guide to Ravnica?

This is a thread for those ranging from really excited to at least cautiously optimistic about the Ravnica sourcebook. What do you think should make the cut? What do you want from it? Since I'm starting the thread, this is some stuff I'd like to see:

- An alternate magic system inspired by the five colors of mana, or at least some optional rules to make the conventional D&D magic system more MtG-like.
- The guildhalls fully described in a way that allows their use as adventure locations.
- Guild membership having a mechanical impact on characters. I'm thinking about archetypes such as Gruul barbarian or Orzhov paladin, but feats and spells could also work.
- Rules for planeswalking characters (not really, but it could be cool if done properly).
 

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Artificer Class
Psionics
Techno-magic
An explanation for how a fantasy city-planet feeds it's population that is better than "a wizard did it"
None of the things mentioned by the OP
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
Enough background and context for this to make sense to someone like me who has never played MtG. I'm assuming that this will be the case but if written by those steeped in MtG lore, it can be easy to make assumptions.

An alternate magic system would be interesting. But D&D magic can be complicated enough, I'm not that thrilled to learn a new systems. It would have to be mostly fluff or just an alternate set of schools of magic. I should be able to use the existing D&D spell without too much fiddling around with them. Not sure how MtG spells work. So you have spell points, mana, is it just whether you've drawn that card? I have no context to determine whether I'll like a MtG-flavored magic system.

Guild membership mechanics would be cool. I expect they will be mechanically integrated through backgrounds. Or do you think they need to be address via subclasses to fully capture the flavor? Or some new character creation and advancement mechanic entirely?
 

77IM

Explorer!!!
Supporter
Spells, equipment, monsters, etc. are printed on cards and sold in randomized packs.

...too soon?
 

Dausuul

Legend
The main thing I would like to see out of Ravnica would be new takes on the existing D&D classes. We've already seen one example of this; looking back on UA's Circle of Spores druid, it seems pretty clear they were playtesting a Golgari-themed druid class.

The Circle of Spores is interesting because it's such a different take on druids; it opens up new ideas about how to play one. I'd like to see more of those, putting a new twist on an existing class. At the same time, I hope they steer clear of making subclasses just to tick boxes. For instance, barbarian is a natural fit for Gruul, but what would be the point of making a "Path of the Gruul" barbarian? If you want a Gruul-themed barbarian, you just... make a barbarian. Berserker if you want to emphasize red, totem warrior if you favor green. A new path wouldn't add much of anything.

On the other hand, a Gruul ranger subclass would be quite interesting. Likewise, anybody can make a Selesnya druid, but I want to see a Selesnya bard. Dimir monks, masters of silence and deception. Simic sorcerers, with innate magic abilities bred into them. Push the boundaries, in the same way that Ravnica itself pushes the boundaries of the colors of Magic.

Also, I want stats for the guildmasters. Niv-Mizzet better live up to his reputation.
 

Archons. And then some more archons. The rider and mount thing (but all one creature) is quite interesting. I wouldn't be opposed if they moved them into "standard" D&D (especially since there is no sign of the other pre-4e archons in 5e yet).

Avatars.

Hellions.
 

gyor

Legend
They've mentioned that races, classes, monsters, and Guilds will be in it. What I want is for like the SCAG for the classes and races in GOR (Guildmasters of Ravnica) to have advice for using them in other settings like FR. I also want to know how to use preexisting races and classes in Ravnica. And I want to know how MtG fits within the D&D "share a multiverse" in the words of WotC itself.
 


Guild membership mechanics would be cool. I expect they will be mechanically integrated through backgrounds. Or do you think they need to be address via subclasses to fully capture the flavor? Or some new character creation and advancement mechanic entirely?

About guild membership, if I'm understanding it correctly, guilds will replace the PHB backgrounds. The player picks a guild (or maybe chooses to be guildless, which I expect to be an option as well) and the book will probably offer additional options to make a character even more connected to the main theme of the guild of choice (archetypes, spells, warlock invocations, barbarian totems, whatever).
 

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